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Changing a form's signature


pra

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So I have an Activator in one of my mods, but I think it should be a Furniture instead. And I don't want to make a breaking update.

I guess I could use Fo4Edit to change it, one way or another, but, how much of a good idea is this?

 

If I have a save where several instances of this object exist as an Activator, what happens if I load it with an ESP which says the object is a Furniture?

 

I'm especially afraid that it might seem to work at first, but have some hidden, hard-to-spot problems.

 

Does anyone have experience with doing that?

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Well your essentially changing the script instance by doing that, I'm not familiar with any hard limits or problems outside of normal save game boohaha. But what is the use case? Are these Activators persistent at all? I'm curious to help you troubleshoot this.
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Well your essentially changing the script instance by doing that, I'm not familiar with any hard limits or problems outside of normal save game boohaha. But what is the use case? Are these Activators persistent at all? I'm curious to help you troubleshoot this.

Well, I have these buildable "Telelogistics Units". You build two in different settlements, then use a connected terminal to create a supply line without provisioners. With the idea being that material gets teleported around, instead of getting carried on a brahmin.

 

I wanted to upgrade this, by allowing the player to actually request components through the thing. By turning it into a workbench, and then just putting a lot of 1:1 recipes into it. But then I noticed that workbenches have to be furniture with a container, not an activator.

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That is a good idea for a mod :smile:

 

Well, I'm imagining you've got a script on these buildable objects, is there not a way you could point to a settlements workbench via a property and then some creative casting in your script to get what you need out of it? I've not done that type of thing before myself and I might be misunderstanding your setup of these objects. But then you were probably better off with the furniture to begin with

 

EDIT: I'm at work atm, so I'm not able to look at much.

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Well, perhaps you could dynamically get the workshops container as a property between 2 points, and open it from one end and take stuff out. That would result in requested components going into players inventory though, where I think you wanted to have specialised options to request components transferred?

 

I see on your page there you mentioned a 128 item limit. Am I correct to assume you are using an accumulated array here? I could share some code with you I made for my Spawns mod to emulate a larger array (I have mine up to 512 for my purpose). I could also share the code from WOTC that forms an array of the vanilla workshops via GetForm if that would help you,

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I think 128 teleporters should be enough. I'm not sure if having > 128 settlements is even possible, since the workshop array is an array itself. Even if you can have more than one teleporter per settlement with my mod.

 

Regarding requesting components, I think I'll let it be for now. Maybe I'll do something using a script somewhen later. I definitely won't be trying to change the TLU's signature either.

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